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If not, then would it be okay to just put the objects in a state where it wouldn't be able to affect the game in any way before calling Unity's destroy on it?
I just wrote a script for a basic object with TSCircleCollider2D that follows the mouse cursor I also wrote a script for an empty gameobject that creates the prefab when spacebar is pressed. Code: https://hastebin.com/fofovejusi.cs With such simp…
Ended up just calling tsPhysics2D.overlap once every 5 frames in a large radius and storing the results. Then, I read from the results to find objects near my units at varying radius. This solved the problem somewhat, but it's still gets p…
TSPhysics2D.circlecast NullReferenceException: Object reference not set to an instance of an object TrueSync.TSPhysics2D._CircleCast (TSVector2 origin, FP radius, TSVector2 direction, FP distance, BodySpecialSensor sensorType, Int32 layerMask) (at A…